[quote]I am concerned about tech trading. Maybe I'm just imagining it, but it seems like everybody was trading techs like mad this version.[/quote] I noticed this too, but then I started up a game without Minor Races (because of the whole issue with the Default tech tree.. and just for something different) and found that there seemed to be a whole hell of a lot less tech trading then.
thehandofzarquon
Very, very differently from the other races. With the powerful, yet only one of them, buildings they get at the start, you probably don't want to expand as fast as before. I could keep up my tax rate up very, very high and still have the main planet at 100% Approval, but then my colonies would have jack Approval. Rushing (set research slider up to max and focus on research, just buy their starting buildings) the research building, then the industry building, and an economy building (an
I'm suspecting the Tech problems are related to the fact that the new "Default" tech tree is generated with ALL techs in it. That probably is why the race icons are missing (since no tech is actually present in only a particular tech tree anymore) and minors are building the Innovation Complex (or getting techs that aren't tradeable).
[quote]Thalan tech tree is weird. Thalan's need some initial planetary improvement items. Having 3 Galactic Achievements, and then nothing till I research 3 or 4 tiers into the tree is not cool.[/quote] I kinda like it, actually. I wish the Economic and Morale buildings where Global bonuses, rather than just local, though. It is also somewhat disappointing that they have the traditional Economy techs too, actually. As a side note, I'd really wish they would make these
[quote]My problem with the current saboteur-style hybrid system where you also get information is that it makes it extremely expensive to learn anything about other civs, and it forces you to sabotage any civ you want to spy on. I would like this system fine if it were just the sabotage side, and the espionage side worked with sliders or whatever.[/quote] Well, there are plans to have you be able to assign agents to spy on a Civ without them sabotage any of that Civ's building
[quote]Is the Mini Soldier even around anymore?[/quote] Well, it is still present in the data files, but I'm not sure which races (if any) actually have the prerequisite tech.
[quote]I think they should add some more races. I have ideas. The Nardani Internet. Alignment- Evil Description The Nardani got lost in Cyberspace a long time, so lost in fact they now universally consider reality to be Cyberspace and the real world to be simply a computer game. While this may sound funny, it makes the Nardani as utterly evil as the Drengin since they do not recognise the suffering of other beings to be real, nor their deaths to have any moral significa
I'd really like an XML tag (or even be the default setting) that makes Techs that can't be traded to be able to be traded with other races that have the same Tech in their tech tree. For instance, if you have are using a Custom Race using the Yor Tech Tree, and the Yor are also in the game... you could trade (or trade for) Charging Stalks, Efficiency Studies, etc, etc to them. Just seems to be a logical addition to the Racial tech trees to me. Also, I'd still really
[quote]Does anyone know if you can steal techs that aren't normally tradable? [/quote] Generally if a Tech isn't tradeable, it also isn't able to be stolen either. There are some techs that can be traded that can't be stolen (Scatter Blasters 1 and 2 (but not 3...) as well as all the Terror Drone techs from the Yor tech tree for example), but I can't think of a single tech that can't be traded, but can be stolen. [quote]Losing the infrastructure does suck but OTOH it
What folder are you putting the mod under? GalCiv2/Mods or GalCiv2/DarkAvatar/Mods? I'm guessing you are putting it under GalCiv2/Mods but Dark Avatar is looking for mods under GalCiv2/DarkAvatar/Mods. Try putting your mods there (if there isn't a Mods folder there, just make one).
I really would like Terror Stars to be effectively mobile Military Starbases. Military Starbases are really (at least in my experience) good for defending your more important planets, and even then, it is pretty easy to just take out the Military Starbase first. Having a mobile Military Starbase that can blow up planets would be an awesome end game weapon. :)
[quote]I really hope that these are all compatible with Twilight of the Arnor, I can't imagine re-making all these designs![/quote] I put them in the Twilight folder, started up a game, and choose one of the ship styles from your mod for each of my opponents. They showed up fine. :)
[quote]It does indeed appear like it would be possible to add module effects from one starbase type to another - but in practice the program does not process them. For example, giving "productionassist" ability to a mod on a military starbase yields no benefits - the Details tab on the colony pages lists no outside bonus affecting the colonies covered, and the actual production values do not appear to change either. It is much harder to test the functionality of other module types, eg trade modu
[quote]The convert-to-asteroids idea is interesting[/quote] You can kinda already do this with the Terror Star, at least so long as all the planets the star has are Class 0.
Starbase modules of type "Defense" (type only affects what Starbases the module can be installed on, not the actual effects it can have) can be put on any starbase, so it would certainly be possible to create a mod that creates Dual Type Starbases. There is an ability in the game that increases the range of Starbase's influence too, but it isn't used in any module currently.
The changes to Interest and Creativity in the last major beta as well as the introduction of War Profiteering (not so much Protected Trade Routes) as an ability has gotten me thinking about the other, lesser used Abilities (courage, trade routes) as well as what gaps there are in the Abilities in the game. These are the ideas that came up with for changing the Abilities in the game to make racial picks more interesting: [b]1.[/b] Now that Interest is a viable ability, it would
Holy mother of... those are some pretty frickin' awesome looking ships/styles. Great work!
I don't believe you can affect the planets beyond Home systems in mods. However, it is perfectly possible to give every race a starting set of 5 54-class plan by taking the CustomPlanets.xml file from the Data\English folder, placing a copy of it in a mod folder, and changing the class field of every planet in the copied file to 54. Enable the mod, and there you go... every Civ has a home system with 5 54-class planets.
Last I heard, it was slated to be released in the 2.0 patches after TA was released.
There is a new building that, I believe, does something similar in the Korx tech tree.
[quote]Kinda wish you could retcon the Korx and Drath back into GCIII.[/quote] I honestly really don't see why they couldn't continue to exist in the Sandbox mode in GC3...
Guess we are getting the Korx in tomorrow's beta, ne? My favourite race, and on my last day of finals. Wee!
[quote]The problem is that if the pre-req is not found in the civ's tech tree, it is interpreted as NO tech requirement. This is not intended. I've changed it so that if the civ does not have the tech, they do not have access to that invasion tactic.[/quote] That's what I thought was happening. [quote]Cari made sure in the current beta (3b) that all races should have at least Planetary Invasion, so they can invade[/quote] Just out of curiosity, what would happen if
[code="xml"] Mini-Soldiers Through the miracle of advanced artificial intelligence, we are now able to send smart robots onto the battlefield. These fighters pack quite a punch, but can still be taken out with relative ease and are fairly expensive to produce. They are also slightly reckless when it comes to close quarters fighting, so some improvement loss is to be expected. <Tech_Req
That's not what's meant by "unique" weapons. They are still Beams, Mass Drivers, and Missiles, regardless of the fluff/different numbers they may have. A shield will work against any Beam weapon, regardless if it is a Yor/Iconian Kinetic Stream, a standard Laser, or a Drengin/Korath Ion Beam.